Revised Alignment Abilities

Modified Alignment Bonuses:

Good

Abilities:

* -50% colony maintenance for all planets
* +50% diplomacy
* +25% morale
* +25% influence
* +25% influence for all influence starbases (automatic)
* Cannot use invasion tactics that reduce the PQ of a planet

Buildings:

* "The Happiness Radio Network" - Galactic Achievement. Requires "Cultural Domination" tech. Increases the chance of a planet flipping (when applicable) if its morale is low. Planets with a morale under 40% have 2x the chance of flipping. Planets with a morale under 30% have 3x the chance of flipping.

* "Planetary Protection Agency" - Requires "Extreme Colonization". One per planet. Prevents enemies from using invasion tactics that harm the PQ of the planet. Spore ship effect changed to only kill 50% of the planet's population and the spore ship does not conquer the planet.

* "Cultural Think Tank" - Requires "Majesty" tech. Similar to "Cultural Exchange Center", but gives +50% influence and costs 3x as much to build.

* "Hall of Sympathy" - Galactic Achievement. Requires "Concepts of Righteousness" tech. Any race declaring war on the owner recieves a diplomatic penalty with all other races seen as "-- Warmonger" until the war is resolved.

* "Bureau of Ethical Awareness" - Galactic Achievement. Requires "Concepts of Righteousness". If there are wars in progress when a United Planets Council meeting is called, there is a 50% chance that the proposition will be "Should all current wars be resolved?".

Techs:

* "Cultural Warfare" - Requires "Cultural Conquest" tech. Invasion tactic (similar to information warfare) where a percentage of the population joins the attacker based on the cultural influence ratio of the attacker to the defender for that planet; MIN(InfluenceRatio * 10%, 80%).

* "First Contact Protocol" - Requires "Expert Diplomacy" tech. Gives a relations boost seen as "++ Positive First Contact" for 50 turns after meeting a new race.

Neutral

Abilities:

* Instant terraforming of all planets to the current terraforming technology level
* +10% morale
* +10% economics
* +10% ship defense
* +10% research
* +25% population growth
* +50% loyalty
* +25% trade
* +5% bonus to all economy starbases (automatic)
* Extra ship defense technologies
* Initial Colonies generate 16 research points instead of 10
* -25% cost of buying ships and buildings directly (both the immediate cost and lease payments), intended to replace the "+25 interest" bonus which simply reduces length of leases (but doesn't help when using the pay-in-full purchase option)

Buildings:

* "National Monuments" - Galactic Achievement. Requires "Balanced Vision". Instills pride in your citizens. Planets of the owner will not begin to flip until the influence ratio is above 6x.

* "Mobile Medical Facilities" - Requires "Xeno Medicine". One per planet. Increases the final invasion advantage of the defending planet by +50%.

* "Galactic Defense Network" - Galactic Achievement. Requires "Supreme Planetary Defense". Increases the defense of ships or fleets in orbit of all planets by +25%. Increases all planetary defenses by +25%.

Techs:

* "Universal Research Algorithm" - Requires "Neutrality Learning Centers". Gives +10% research ability.

Misc:

* "Defensive Grid I/II/III" - Requires "Starbase Defenses". Modules for military starbases that increase ship defense by +10% each (max of +30% from this effect).

Evil

Abilities:

* +10% social production
* +25% military production
* +10% ship attack
* +10% soldiering
* Extra ship weapon technologies
* No starbase maintenance or upgrade costs
* -25% ship maintenance

Buildings:

* "Mind Control Center" - Effect changed; Planets at 6x influence by the owner flip immediately. +25% loyalty ability. +10% morale ability.

* "Slave Labor Camp" - Requires "Concepts of Malice". One per planet. Increases social and military production on a planet by +25% (similar to a power plant). However, comes with a static -25% morale penalty (after all other morale calculations, similar to the high quality planet bonus). The planet's morale is capped at 75%.

* "Government Corruption Policy" - Galactic Achievement. Requires "Politics of Corruption". +100% economics ability, but comes at a price. Every turn, each planet controlled by the owner has a chance of falling under the control of pirates (except the capital world); the chance for each planet is ((100% - planetmorale%) * 1%).

* "Pirate Base" - Galactic Achievement. Requires "Politics of Corruption". The owner recieves 3% of all non-evil race's total income from piracy. The planet the Pirate Base is located on has a 1% chance each turn to fall under the control of the pirates.

Techs:

* "Politics of Corruption" - Requires "Interstellar Governments". Allows the construction of "Government Corruption Policy". +10% economics.

* "Telepathic Emitters" - Requires "Shock Troops". Allows a telepathic invasion tactic that gives no combat bonuses but if the attacker loses then the defending planet has a chance of subverting to the attacker anyway; (AttackingTroops / DefendingTroops * 100%).

* "Cruel Spy Tactics" - Requires "Concepts of Malice". Allows spys to poison food and water supplies. Every active spy reduces a planet's population growth by 25 million per turn. The planet's population may decline as a result of this; if the entire population is wiped out, the colony is destroyed and the planet becomes uninhabited (there is no permanent damage to the planet).

Misc:

* "Weapon Amplifier I/II/III" - Requires "Starbase Projection". Modules for military starbases that increase ship attack by +10% each (max of +30% from this effect).

* "Quantum Warp Bomb" - Requires "HyperWarp". Ship component for creating kamakaze ships. A ship with this component self-destructs when it dies, rolling with an attack strength of the ship's maximum HP. The explosion hits a random enemy ship and ignores defenses.
8,542 views 9 replies
Reply #1 Top
So, BA,
Since you are so all fired up about changing everything, are you creating a mod with all (or some of) this?

Or, are you just blowing smoke.


Are you spending all your time wishing?
Or, doing?
Reply #2 Top
Whether he is or not, you have to admit, it is a good idea. And if he was, a mod that large would take maybe a week for a good modder, and more for a new one.

The very instant you show your weakness, your downfall will begin!




Reply #3 Top
Although I favour the idea of improving the good alignment (maybe because I play good), it does seem to a bit over powered. The other alignments seem a bit overpowered as well. I need a little bit of time to think about the bonuses.
Reply #4 Top
I have not touched modding yet; don't really plan to. I am mainly interested in changes to the actual game to extend the strategic variety, for which I think this is a decent start. However, some of these must be done by the designers, for the combat engine is not designed to handle the "Quantum Bomb", for instance. I tried to stay within reasonable boundaries of what the game engine could currently handle or with simple changes to the game engine.

I was just inspired to flesh out the alignments because I view them as more intrinsic to the play strategy and "character" of the players, and feel that they should be more unique and significant in their nature, like the races are. Many of the abilities outlined are fairly simple mechanically, but open new alignment-specific strategies.

I tried to eliminate things that might create exploits, but I'm sure someone will find something in there. I also tried to use reasonable tech requirements in terms of type and location in the tree.
Reply #5 Top
So then, create a mod for it - as far as you can.

You should not expect an entirely new re-write of the game to adjust things according to your desires and wishes.

Much (or most) of this is moddable.

Dig in and do it.


I have modded the game (my games) to my own desires and wishes - for the most part, and within the limitations of modding.
If you are just going to make long posts about what you wish but have no desire to adjust yourself...
Well.


Smoke on the water... as the saying goes.


Because, the devs have made the game to be moddable in most of these areas.
They have a hard enough time trying to get the game performing correctly as they have written it, than to try to re-write it to everyone's concept of 'ideal'.


"I have not touched modding yet; don't really plan to."

Lazy, pure and simple.
Reply #6 Top
To be honest, I just created this in response to the usual:

"The MCC bug makes Evil overpowered"
"Good is underpowered"

I was writing bug reports and got some random ideas. Wanted to see if people found the ideas interesting. I'm not really expecting much from it, or the devs to do anything with it.
Reply #8 Top
I don't think someone not doing the modding is necessarily lazy. I, for one wouldnt know the first thing about it but i do have some ideas that could improve the game. The Devs may be busy but they do ask for our ideas. And if you're a metaverse player you would want the changes to be a permanent part of the game. BA had his detailed and theres nothing wrong with that. I like some of the ideas.

If i may just add something about the alignments. I too think they need to be changed. Like in a future update, not just in a mod. I thought that each alignmanet could be geared towards on aspect of the game. Like evil gets better production (it alreday does with the slave center), neutral gets better economy (extra trade routes) and good should get better research since they are enlightened (take neutrals learning centers). I think it could really change a persons choice of good or evil. Some of whats in the game could stay but i think each alignmeant should be equal but different. Evil could still have its weapons, good its defences and neutral the instant terraforming etc. just have a change to the buildings and techs they can research. This is just the basic idea, there would be a lot more to it, but i just liked the iodea of each alignment aiding you in a specific area.

This could be an entire "what do you want in the game" topic.

The ethical questions that come up are all in favor of evil. If I'm planning on being good, i can not wait to get the tech to let me choose so i can stop declining all the cool bonuses.
Reply #9 Top
Thanks for the input CaptainYar.

No doubt this is a major overhaul, which is why I don't expect it can be taken as-is and written into the game without many discussions (and yes, I am still working with them to fix other bugs in the current game, an ongoing process). Perhaps it is just the writter, programmer, or game designer in me, but I like to participate in the creative process; in many ways this is a player-made game, which is no doubt the reason for the game's popularity.

I prefer to play metaverse games because I would hate for all those hours of playtime to go "unlogged" You are correct, that is the reason I have no interest in a mod. My games are long, perhaps "epic" in nature, and I am building towards beating the highest AIs, and writting AARs about it.

I figure that sitting down and spending a couple of hours trying to write a decent proposal for changes is better than "Can I have feature XYZ in the next release?" or "I don't like this-and-that, can you nerf it?"

I am most interested in adding interesting new choices for the player (and the AI as well). I generally view Good as the "pacifist", using techniques of influence, diplomacy, and political manipulation; protecting planets from evil invasion tactics, anti-aggression, alliances, etc. Neutral as the "rock", focused on improving colonies, researching more improvements, and being defensive in nature against outsiders; a smaller number of heavily defended and productive colonies. Evil as the "conquerer", producing military assets quickly in order to dominate, gaining resources and production by risky methods, and having a somewhat unstable and corrupt society. All of these specializations should be competitive in winning the game, regardless of the game settings or victory conditions, if only because each approach when leveraged can give numerous advantages.